Pojo's Magic The Gathering news, tips, strategies and more!

Pojo's MTG
MTG Home
Message Board
News & Archives
Deck Garage
BMoor Dolf BeJoSe

Paul's Perspective
Jeff Zandi
DeQuan Watson
Jordon Kronick
Aburame Shino
Rare Hunter
Tim Stoltzfus
Judge Bill's Corner

Trading Card

Card of the Day
Guide for Newbies
Decks to Beat
Featured Articles
Peasant Magic
Fan Tips
Tourney Reports

Color Chart
Book Reviews
Online Play
MTG Links

This Space
For Rent

Pojo's Magic The Gathering
Card of the Day

Daily Since November 2001!

Hellraiser Goblin
Image from Wizards.com

Hellraiser Goblin
- Gatecrash

Reviewed February 20, 2013

Constructed: 2.67
Casual: 2.60
Limited: 2.67
Multiplayer: 1.67

Ratings are based on a 1 to 5 scale
1 being the worst.  3 ... average.  
5 is the highest rating

Click here to see all of our 
Card of the Day Reviews 


Hellraiser Goblin

Cards that grant creatures haste tend to be... problematic. It seems like there's a razor edge between "will dominate the format" and "not powerful enough to bother playing". Lightning Greaves was the last one that saw play, and it in fact saw too much play-- don't expect it to get reprinted anytime soon.  Madrush Cyclops was probably the best in recent memory that wasn't overpowered, and would've caught on much better if Bloodbraid Elf hadn't existed.

Hellraiser Goblin does much of the same thing as Madrush Cyclops, except he also forces all your creatures to attack if able every turn. That means no blockers unless you have vigilance, and your smaller creatures are likely to die soon as they charge helplessly into creatures that can easily kill them. Hellraiser Goblin, as a 2/2, actually endangers himself in this way.

Mind you, if you can follow it up with a sufficient creature this can create a bad place for your opponent-- he is, after all, being attacked with everything you've got every turn. Just don't expect this to work in multiplayer-- attacking one player with everything leads you open to each of your opponents. There your best option is to Donate it to your opponent so he can't hold back blockers for your creatures.

Constructed- 2
Casual- 1.5
Limited- 2.5
Multiplayer- 1.5

David Fanany

Player since 1995

Hellraiser Goblin
As the latest successor to Fires of Yavimaya, this card was always going to attract attention. While he isn't quite in the same league as the original, he's not quite useless either; since he attacks the turn he comes down, he lets you surprise an opponent with battalion or indeed anything else that likes creatures to attack. The hard part is making sure he survives to turn everything that comes after him into a scary threat. Might I suggest Frontline Medic? Of course, you could always just enchant him with Pacifism or something - I'm sure that's card disadvantage or something, but it's much, much funnier (he raises hell AND is a pacifist?!).
Constructed: 2/5
Casual: 2/5
Limited: 3/5
Multiplayer: 2/5 


Welcome back readers todays card of the day is Hellraiser Goblin an interesting 2/2 with haste that grants this powerful ability to your whole team. In constructed formats the age old adage applies “who blocks?” meaning aggression is highly rewarded and this card is about as aggressive as they come. Being able to swing with the fences could see a spot in standard especially some sort of aggressive goblin deck otherwise being super aggressive may not make up for the fact you may have to suicide guys and set up bad attacks and blocks. Outside of standard this card doesn’t do enough to impress. In casual and multiplayer this card seems suicidal and I don’t recommend it over other cards that grant your whole team haste such as Fervor. In limited it’s a solid aggressive creatures for decks looking for high aggression. Overall a very niche card that may reward some stratedgies but just may not get there.

Constructed: 2.0
Casual: 2.0
Limited: 2.0
Multiplayer: 1.0

Michael "Maikeruu" Pierno

Today's card of the day is Hellraiser Goblin which is a Red three mana
2/2 that gives creatures you control Haste and forces them to attack each combat if able. The drawback of minimal control over your attackers can be reduced in a fully aggressive build, but even one blocker or a turn with no new creature entering play can make the effect purely beneficial to the opponent. Supported by removal and a nearly suicidal offensive strategy, appropriate enough for goblins, this is a playable card if a bit risky.

In Limited the risks more often outweigh the benefits as simply getting an occasional Haste does not equal the constant risk of throwing away creatures into a defense. The lack of flexibility in a very creature driven format keeps this from being an ideal choice for everyone, but purely aggressive players may pick this over other options to use alongside large threats. As a card that is very dependent on style of play it can be an early pick or sidedeck fodder and anywhere in between.

Constructed: 3.0
Casual: 3.0
Limited: 2.5
Multiplayer: 3.0

    Welcome to the Pojo.com Card of the Day section! We are looking at Hellraiser Goblin from Gatecrash today. Hellraiser Goblin is an uncommon red creature goblin that costs two generic and one red mana for a 2/2. Hellraiser Goblin says that creatures you control have haste and must attack each turn if able. 

     Hellraiser Goblin. I am very much on the fence about this guy, as are many people. But I feel that given the potential, and if given a chance, we could see this guy making a HUGE impact. The reason why is with the Battalion ability, you really want your guys coming out of the gate ready to roll. You don't want to drop something, and have to stall, and give your opponent a chance to do something like, I don't know, Supreme Verdict your nicely built offensive a turn before you were ready to explode. This guy can help with that, but at a cost. Once you get him out, there is no holding back. You are now committed every turn to attacking, and you don't have the choice to hold off if things start going wrong. 

     With the positive on the card, if you have established some decent creatures first and second turn, and are now on third turn, DO NOT play him in your first main phase, unless of course your oppnent is open, or you see favorable match ups, etc. What I'm trying to say is if you wait and play him second main phase, his ability is null for that one turn. This could cause your opponent to act before it is too late. If they don't, who knows, they could see a hasty Fireman Avenger coming at them next turn. And that is what I really love about this little goblin, it is all about the set ups. 
Limited: 3/5
Constructed: 3/5
Casual: 3/5
Multiplayer: 1/5
Host, The Gamer's Dome

Hellraiser Goblin

I'm not a huge fan of this card in limited. It's okay, but unless you are super aggressive, it can really bite you in the butt if played wrong. Not every good in multiplayer at all because if how vulnerable it makes you. Goblins, though, are a staple for casuals, so expect it to do well in a casual environment. Additionally, I think the card may see some real play in constructed for super fast decks. The built in haste will work well for a Boros, Gruul, or just mono-red deck that wants to swarm you. This card could be a legit threat in block and modern.

Constructed: 4
Limited: 2
Multiplayer: 1.5
Casual: 3.5

Copyrightę 1998-2013 pojo.com
This site is not sponsored, endorsed, or otherwise affiliated with any of the companies or products featured on this site. This is not an Official Site.